dolphin/Source/Core/VideoCommon/UberShaderPixel.cpp

1103 lines
44 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader
{
PixelShaderUid GetPixelShaderUid()
{
PixelShaderUid out;
pixel_ubershader_uid_data* uid_data = out.GetUidData<pixel_ubershader_uid_data>();
memset(uid_data, 0, sizeof(*uid_data));
uid_data->num_texgens = xfmem.numTexGen.numTexGens;
uid_data->early_depth =
bpmem.UseEarlyDepthTest() &&
(g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED) &&
!(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
uid_data->per_pixel_depth =
(bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) ||
(!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !uid_data->early_depth) ||
(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
return out;
}
ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data)
{
// TODO: Support per-pixel lighting.
// This can be based on the vertex ubershaders, at the cost of a more expensive pixel shader.
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
const bool use_dual_source = host_config.backend_dual_source_blend;
const bool early_depth = uid_data->early_depth != 0;
const bool per_pixel_depth = uid_data->per_pixel_depth != 0;
const bool bounding_box =
host_config.bounding_box && g_ActiveConfig.BBoxUseFragmentShaderImplementation();
const u32 numTexgen = uid_data->num_texgens;
ShaderCode out;
out.Write("// Pixel UberShader for %u texgens%s%s\n", numTexgen,
early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
WritePixelShaderCommonHeader(out, ApiType, bounding_box);
WriteUberShaderCommonHeader(out, ApiType, host_config);
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting, "");
out.Write("};\n");
// Shader inputs/outputs in GLSL (HLSL is in main).
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (use_dual_source)
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
GetInterpolationQualifier(msaa, ssaa));
if (stereo)
out.Write(" flat int layer;\n");
out.Write("};\n\n");
}
else
{
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
}
}
}
// Uniform index -> texture coordinates
if (numTexgen > 0)
{
if (ApiType != APIType::D3D)
{
out.Write("float3 selectTexCoord(uint index) {\n");
}
else
{
out.Write("float3 selectTexCoord(uint index");
for (u32 i = 0; i < numTexgen; i++)
out.Write(", float3 tex%u", i);
out.Write(") {\n");
}
out.Write(" switch (index) {\n");
for (u32 i = 0; i < numTexgen; i++)
{
out.Write(" case %uu:\n"
" return tex%u;\n",
i, i);
}
out.Write(" default:\n"
" return float3(0.0, 0.0, 0.0);\n"
" }\n"
"}\n\n");
}
// TODO: Per pixel lighting (not really needed)
// =====================
// Texture Sampling
// =====================
if (host_config.backend_dynamic_sampler_indexing)
{
// Doesn't look like directx supports this. Oh well the code path is here just incase it
// supports this in the future.
out.Write("int4 sampleTexture(uint sampler_num, float2 uv) {\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write(" return iround(texture(samp[sampler_num], float3(uv, 0.0)) * 255.0);\n");
else if (ApiType == APIType::D3D)
out.Write(" return iround(Tex[sampler_num].Sample(samp[sampler_num], float3(uv, 0.0)) * "
"255.0);\n");
out.Write("}\n\n");
}
else
{
out.Write("int4 sampleTexture(uint sampler_num, float2 uv) {\n"
" // This is messy, but DirectX, OpenGl 3.3 and Opengl ES 3.0 doesn't support "
"dynamic indexing of the sampler array\n"
" // With any luck the shader compiler will optimise this if the hardware supports "
"dynamic indexing.\n"
" switch(sampler_num) {\n");
for (int i = 0; i < 8; i++)
{
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write(" case %du: return iround(texture(samp[%d], float3(uv, 0.0)) * 255.0);\n", i, i);
else if (ApiType == APIType::D3D)
out.Write(" case %du: return iround(Tex[%d].Sample(samp[%d], float3(uv, 0.0)) * 255.0);\n",
i, i, i);
}
out.Write(" }\n"
"}\n\n");
}
// ======================
// Arbatary Swizzling
// ======================
out.Write("int4 Swizzle(uint s, int4 color) {\n"
" // AKA: Color Channel Swapping\n"
"\n"
" int4 ret;\n");
out.Write(" ret.r = color[%s];\n",
BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap1).c_str());
out.Write(" ret.g = color[%s];\n",
BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap2).c_str());
out.Write(" ret.b = color[%s];\n",
BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap1).c_str());
out.Write(" ret.a = color[%s];\n",
BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap2).c_str());
out.Write(" return ret;\n"
"}\n\n");
// ======================
// Indirect Wrappping
// ======================
out.Write("int Wrap(int coord, uint mode) {\n"
" if (mode == 0u) // ITW_OFF\n"
" return coord;\n"
" else if (mode < 6u) // ITW_256 to ITW_16\n"
" return coord & (0xfffe >> mode);\n"
" else // ITW_0\n"
" return 0;\n"
"}\n\n");
// ======================
// Indirect Lookup
// ======================
auto LookupIndirectTexture = [&out](const char* out_var_name, const char* in_index_name) {
out.Write(
"{\n"
" uint iref = bpmem_iref(%s);\n"
" if ( iref != 0u)\n"
" {\n"
" uint texcoord = bitfieldExtract(iref, 0, 3);\n"
" uint texmap = bitfieldExtract(iref, 8, 3);\n"
" float3 uv = getTexCoord(texcoord);\n"
" int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
"[texcoord].zw);\n"
"\n"
" if ((%s & 1u) == 0u)\n"
" fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].xy;\n"
" else\n"
" fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].zw;\n"
"\n"
" %s = sampleTexture(texmap, float2(fixedPoint_uv) * " I_TEXDIMS "[texmap].xy).abg;\n"
" }\n"
" else\n"
" {\n"
" %s = int3(0, 0, 0);\n"
" }\n"
"}\n",
in_index_name, in_index_name, in_index_name, in_index_name, out_var_name, out_var_name);
};
// ======================
// TEV's Special Lerp
// ======================
auto WriteTevLerp = [&out](const char* components) {
out.Write("// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
"int%s tevLerp%s(int%s A, int%s B, int%s C, int%s D, uint bias, bool op, bool alpha, "
"uint shift) {\n"
" // Scale C from 0..255 to 0..256\n"
" C += C >> 7;\n"
"\n"
" // Add bias to D\n"
" if (bias == 1u) D += 128;\n"
" else if (bias == 2u) D -= 128;\n"
"\n"
" int%s lerp = (A << 8) + (B - A)*C;\n"
" if (shift != 3u) {\n"
" lerp = lerp << shift;\n"
" D = D << shift;\n"
" }\n"
"\n"
" if ((shift == 3u) == alpha)\n"
" lerp = lerp + (op ? 127 : 128);\n"
"\n"
" int%s result = lerp >> 8;\n"
"\n"
" // Add/Subtract D\n"
" if(op) // Subtract\n"
" result = D - result;\n"
" else // Add\n"
" result = D + result;\n"
"\n"
" // Most of the Shift was moved inside the lerp for improved percision\n"
" // But we still do the divide by 2 here\n"
" if (shift == 3u)\n"
" result = result >> 1;\n"
" return result;\n"
"}\n\n",
components, components, components, components, components, components, components,
components);
};
WriteTevLerp(""); // int
WriteTevLerp("3"); // int3
// =======================
// TEV's Color Compare
// =======================
out.Write(
"// Implements operations 0-5 of tev's compare mode,\n"
"// which are common to both color and alpha channels\n"
"bool tevCompare(uint op, int3 color_A, int3 color_B) {\n"
" switch (op) {\n"
" case 0u: // TEVCMP_R8_GT\n"
" return (color_A.r > color_B.r);\n"
" case 1u: // TEVCMP_R8_EQ\n"
" return (color_A.r == color_B.r);\n"
" case 2u: // TEVCMP_GR16_GT\n"
" int A_16 = (color_A.r | (color_A.g << 8));\n"
" int B_16 = (color_B.r | (color_B.g << 8));\n"
" return A_16 > B_16;\n"
" case 3u: // TEVCMP_GR16_EQ\n"
" return (color_A.r == color_B.r && color_A.g == color_B.g);\n"
" case 4u: // TEVCMP_BGR24_GT\n"
" int A_24 = (color_A.r | (color_A.g << 8) | (color_A.b << 16));\n"
" int B_24 = (color_B.r | (color_B.g << 8) | (color_B.b << 16));\n"
" return A_24 > B_24;\n"
" case 5u: // TEVCMP_BGR24_EQ\n"
" return (color_A.r == color_B.r && color_A.g == color_B.g && color_A.b == color_B.b);\n"
" default:\n"
" return false;\n"
" }\n"
"}\n\n");
// =================
// Alpha Compare
// =================
out.Write("// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {\n"
" switch (compare) {\n"
" case 0u: // NEVER\n"
" return false;\n"
" case 1u: // LESS\n"
" return a < b;\n"
" case 2u: // EQUAL\n"
" return a == b;\n"
" case 3u: // LEQUAL\n"
" return a <= b;\n"
" case 4u: // GREATER\n"
" return a > b;\n"
" case 5u: // NEQUAL;\n"
" return a != b;\n"
" case 6u: // GEQUAL\n"
" return a >= b;\n"
" case 7u: // ALWAYS\n"
" return true;\n"
" }\n"
"}\n\n");
// =================
// Input Selects
// =================
out.Write("struct State {\n"
" int4 Reg[4];\n"
" int4 TexColor;\n"
" int AlphaBump;\n"
"};\n"
"struct StageState {\n"
" uint stage;\n"
" uint order;\n"
" uint cc;\n"
" uint ac;\n");
// For D3D, we need to store colors in the struct, since we access it from outside
// the main function, where they are declared. Hopefully the compiler can propagate
// these through when it inlines the function.
if (ApiType == APIType::D3D)
{
for (u32 i = 0; i < numTexgen; i++)
out.Write(" float3 tex%d;\n", i);
out.Write(" float4 colors_0;\n"
" float4 colors_1;\n");
}
out.Write("};\n"
"\n"
"int4 getRasColor(State s, StageState ss);\n"
"int4 getKonstColor(State s, StageState ss);\n"
"\n"
"int3 selectColorInput(State s, StageState ss, uint index) {\n"
" switch (index) {\n"
" case 0u: // prev.rgb\n"
" return s.Reg[0].rgb;\n"
" case 1u: // prev.aaa\n"
" return s.Reg[0].aaa;\n"
" case 2u: // c0.rgb\n"
" return s.Reg[1].rgb;\n"
" case 3u: // c0.aaa\n"
" return s.Reg[1].aaa;\n"
" case 4u: // c1.rgb\n"
" return s.Reg[2].rgb;\n"
" case 5u: // c1.aaa\n"
" return s.Reg[2].aaa;\n"
" case 6u: // c2.rgb\n"
" return s.Reg[3].rgb;\n"
" case 7u: // c2.aaa\n"
" return s.Reg[3].aaa;\n"
" case 8u:\n"
" return s.TexColor.rgb;\n"
" case 9u:\n"
" return s.TexColor.aaa;\n"
" case 10u:\n"
" return getRasColor(s, ss).rgb;\n"
" case 11u:\n"
" return getRasColor(s, ss).aaa;\n"
" case 12u: // One\n"
" return int3(255, 255, 255);\n"
" case 13u: // Half\n"
" return int3(128, 128, 128);\n"
" case 14u:\n"
" return getKonstColor(s, ss).rgb;\n"
" case 15u: // Zero\n"
" return int3(0, 0, 0);\n"
" }\n"
"}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, uint index) {\n"
" switch (index) {\n"
" case 0u: // prev.a\n"
" return s.Reg[0].a;\n"
" case 1u: // c0.a\n"
" return s.Reg[1].a;\n"
" case 2u: // c1.a\n"
" return s.Reg[2].a;\n"
" case 3u: // c2.a\n"
" return s.Reg[3].a;\n"
" case 4u:\n"
" return s.TexColor.a;\n"
" case 5u:\n"
" return getRasColor(s, ss).a;\n"
" case 6u:\n"
" return getKonstColor(s, ss).a;\n"
" case 7u: // Zero\n"
" return 0;\n"
" }\n"
"}\n"
"\n"
"int4 getTevReg(in State s, uint index) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" return s.Reg[0];\n"
" case 1u: // c0\n"
" return s.Reg[1];\n"
" case 2u: // c1\n"
" return s.Reg[2];\n"
" case 3u: // c2\n"
" return s.Reg[3];\n"
" default: // prev\n"
" return s.Reg[0];\n"
" }\n"
"}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" s.Reg[0].rgb = color;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].rgb = color;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].rgb = color;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].rgb = color;\n"
" break;\n"
" }\n"
"}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" s.Reg[0].a = alpha;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].a = alpha;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].a = alpha;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].a = alpha;\n"
" break;\n"
" }\n"
"}\n"
"\n");
// Since the texture coodinate variables aren't global, we need to pass
// them to the select function in D3D.
if (numTexgen > 0)
{
if (ApiType != APIType::D3D)
{
out.Write("#define getTexCoord(index) selectTexCoord((index))\n\n");
}
else
{
out.Write("#define getTexCoord(index) selectTexCoord((index)");
for (u32 i = 0; i < numTexgen; i++)
out.Write(", tex%u", i);
out.Write(")\n\n");
}
}
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (early_depth && host_config.backend_early_z)
out.Write("FORCE_EARLY_Z;\n");
out.Write("void main()\n{\n");
out.Write(" float4 rawpos = gl_FragCoord;\n");
}
else // D3D
{
if (early_depth && host_config.backend_early_z)
out.Write("[earlydepthstencil]\n");
out.Write("void main(\n"
" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n"
" %s\n",
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write(" in float4 rawpos : SV_Position,\n");
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
for (u32 i = 0; i < numTexgen; ++i)
out.Write(",\n in %s float3 tex%u : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa), i,
i);
out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
numTexgen);
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
numTexgen + 1);
out.Write(",\n in %s float3 WorldPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
numTexgen + 2);
}
out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
if (stereo)
out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
out.Write("\n ) {\n");
}
out.Write(" int3 tevcoord = int3(0, 0, 0);\n"
" State s;\n"
" s.TexColor = int4(0, 0, 0, 0);\n"
" s.AlphaBump = 0;\n"
"\n");
for (int i = 0; i < 4; i++)
out.Write(" s.Reg[%d] = " I_COLORS "[%d];\n", i, i);
out.Write(" uint num_stages = %s;\n\n",
BitfieldExtract("bpmem_genmode", bpmem.genMode.numtevstages).c_str());
out.Write(" // Main tev loop\n");
if (ApiType == APIType::D3D)
{
// Tell DirectX we don't want this loop unrolled (it crashes if it tries to)
out.Write(" [loop]\n");
}
out.Write(" for(uint stage = 0u; stage <= num_stages; stage++)\n"
" {\n"
" StageState ss;\n"
" ss.stage = stage;\n"
" ss.cc = bpmem_combiners(stage).x;\n"
" ss.ac = bpmem_combiners(stage).y;\n"
" ss.order = bpmem_tevorder(stage>>1);\n"
" if ((stage & 1u) == 1u)\n"
" ss.order = ss.order >> %d;\n\n",
int(TwoTevStageOrders().enable1.StartBit() - TwoTevStageOrders().enable0.StartBit()));
if (ApiType == APIType::D3D)
{
out.Write(" ss.colors_0 = colors_0;\n"
" ss.colors_1 = colors_1;\n");
}
// Disable texturing when there are no texgens (for now)
if (numTexgen != 0)
{
out.Write(" uint tex_coord = %s;\n",
BitfieldExtract("ss.order", TwoTevStageOrders().texcoord0).c_str());
out.Write(" float3 uv = getTexCoord(tex_coord);\n"
" int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
"[tex_coord].zw);\n"
"\n"
" bool texture_enabled = (ss.order & %du) != 0u;\n",
1 << TwoTevStageOrders().enable0.StartBit());
out.Write("\n"
" // Indirect textures\n"
" uint tevind = bpmem_tevind(stage);\n"
" if (tevind != 0u)\n"
" {\n"
" uint bs = %s;\n",
BitfieldExtract("tevind", TevStageIndirect().bs).c_str());
out.Write(" uint fmt = %s;\n", BitfieldExtract("tevind", TevStageIndirect().fmt).c_str());
out.Write(" uint bias = %s;\n",
BitfieldExtract("tevind", TevStageIndirect().bias).c_str());
out.Write(" uint bt = %s;\n", BitfieldExtract("tevind", TevStageIndirect().bt).c_str());
out.Write(" uint mid = %s;\n", BitfieldExtract("tevind", TevStageIndirect().mid).c_str());
out.Write("\n");
out.Write(" int3 indcoord;\n");
LookupIndirectTexture("indcoord", "bt");
out.Write(" if (bs != 0u)\n"
" s.AlphaBump = indcoord[bs - 1u];\n"
" switch(fmt)\n"
" {\n"
" case %iu:\n",
ITF_8);
out.Write(" indcoord.x = indcoord.x + ((bias & 1u) != 0u ? -128 : 0);\n"
" indcoord.y = indcoord.y + ((bias & 2u) != 0u ? -128 : 0);\n"
" indcoord.z = indcoord.z + ((bias & 4u) != 0u ? -128 : 0);\n"
" s.AlphaBump = s.AlphaBump & 0xf8;\n"
" break;\n"
" case %iu:\n",
ITF_5);
out.Write(" indcoord.x = (indcoord.x & 0x1f) + ((bias & 1u) != 0u ? 1 : 0);\n"
" indcoord.y = (indcoord.y & 0x1f) + ((bias & 2u) != 0u ? 1 : 0);\n"
" indcoord.z = (indcoord.z & 0x1f) + ((bias & 4u) != 0u ? 1 : 0);\n"
" s.AlphaBump = s.AlphaBump & 0xe0;\n"
" break;\n"
" case %iu:\n",
ITF_4);
out.Write(" indcoord.x = (indcoord.x & 0x0f) + ((bias & 1u) != 0u ? 1 : 0);\n"
" indcoord.y = (indcoord.y & 0x0f) + ((bias & 2u) != 0u ? 1 : 0);\n"
" indcoord.z = (indcoord.z & 0x0f) + ((bias & 4u) != 0u ? 1 : 0);\n"
" s.AlphaBump = s.AlphaBump & 0xf0;\n"
" break;\n"
" case %iu:\n",
ITF_3);
out.Write(" indcoord.x = (indcoord.x & 0x07) + ((bias & 1u) != 0u ? 1 : 0);\n"
" indcoord.y = (indcoord.y & 0x07) + ((bias & 2u) != 0u ? 1 : 0);\n"
" indcoord.z = (indcoord.z & 0x07) + ((bias & 4u) != 0u ? 1 : 0);\n"
" s.AlphaBump = s.AlphaBump & 0xf8;\n"
" break;\n"
" }\n"
"\n"
" // Matrix multiply\n"
" int2 indtevtrans = int2(0, 0);\n"
" if ((mid & 3u) != 0u)\n"
" {\n"
" uint mtxidx = 2u * ((mid & 3u) - 1u);\n"
" int shift = " I_INDTEXMTX "[mtxidx].w;\n"
"\n"
" switch (mid >> 2)\n"
" {\n"
" case 0u: // 3x2 S0.10 matrix\n"
" indtevtrans = int2(idot(" I_INDTEXMTX
"[mtxidx].xyz, indcoord), idot(" I_INDTEXMTX "[mtxidx + 1u].xyz, indcoord)) >> 3;\n"
" break;\n"
" case 1u: // S matrix, S17.7 format\n"
" indtevtrans = (fixedPoint_uv * indcoord.xx) >> 8;\n"
" break;\n"
" case 2u: // T matrix, S17.7 format\n"
" indtevtrans = (fixedPoint_uv * indcoord.yy) >> 8;\n"
" break;\n"
" }\n"
"\n"
" if (shift >= 0)\n"
" indtevtrans = indtevtrans >> shift;\n"
" else\n"
" indtevtrans = indtevtrans << ((-shift) & 31);\n"
" }\n"
"\n"
" // Wrapping\n"
" uint sw = %s;\n",
BitfieldExtract("tevind", TevStageIndirect().sw).c_str());
out.Write(" uint tw = %s; \n", BitfieldExtract("tevind", TevStageIndirect().tw).c_str());
out.Write(
" int2 wrapped_coord = int2(Wrap(fixedPoint_uv.x, sw), Wrap(fixedPoint_uv.y, tw));\n"
"\n"
" if ((tevind & %du) != 0u) // add previous tevcoord\n",
1 << TevStageIndirect().fb_addprev.StartBit());
out.Write(" tevcoord.xy += wrapped_coord + indtevtrans;\n"
" else\n"
" tevcoord.xy = wrapped_coord + indtevtrans;\n"
"\n"
" // Emulate s24 overflows\n"
" tevcoord.xy = (tevcoord.xy << 8) >> 8;\n"
" }\n"
" else if (texture_enabled)\n"
" {\n"
" tevcoord.xy = fixedPoint_uv;\n"
" }\n"
"\n"
" // Sample texture for stage\n"
" if(texture_enabled) {\n"
" uint sampler_num = %s;\n",
BitfieldExtract("ss.order", TwoTevStageOrders().texmap0).c_str());
out.Write("\n"
" float2 uv = (float2(tevcoord.xy)) * " I_TEXDIMS "[sampler_num].xy;\n"
"\n"
" int4 color = sampleTexture(sampler_num, uv);\n"
"\n"
" uint swap = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.tswap).c_str());
out.Write(" s.TexColor = Swizzle(swap, color);\n");
out.Write(" } else {\n"
" // Texture is disabled\n"
" s.TexColor = int4(255, 255, 255, 255);\n"
" }\n"
"\n");
}
out.Write(" // This is the Meat of TEV\n"
" {\n"
" // Color Combiner\n");
out.Write(" uint color_a = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.a).c_str());
out.Write(" uint color_b = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.b).c_str());
out.Write(" uint color_c = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.c).c_str());
out.Write(" uint color_d = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.d).c_str());
out.Write(" uint color_bias = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.bias).c_str());
out.Write(" bool color_op = bool(%s);\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.op).c_str());
out.Write(" bool color_clamp = bool(%s);\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.clamp).c_str());
out.Write(" uint color_shift = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.shift).c_str());
out.Write(" uint color_dest = %s;\n",
BitfieldExtract("ss.cc", TevStageCombiner().colorC.dest).c_str());
out.Write(
" uint color_compare_op = color_shift << 1 | uint(color_op);\n"
"\n"
" int3 color_A = selectColorInput(s, ss, color_a) & int3(255, 255, 255);\n"
" int3 color_B = selectColorInput(s, ss, color_b) & int3(255, 255, 255);\n"
" int3 color_C = selectColorInput(s, ss, color_c) & int3(255, 255, 255);\n"
" int3 color_D = selectColorInput(s, ss, color_d); // 10 bits + sign\n" // TODO: do we
// need to sign
// extend?
"\n"
" int3 color;\n"
" if(color_bias != 3u) { // Normal mode\n"
" color = tevLerp3(color_A, color_B, color_C, color_D, color_bias, color_op, false, "
"color_shift);\n"
" } else { // Compare mode\n"
" // op 6 and 7 do a select per color channel\n"
" if (color_compare_op == 6u) {\n"
" // TEVCMP_RGB8_GT\n"
" color.r = (color_A.r > color_B.r) ? color_C.r : 0;\n"
" color.g = (color_A.g > color_B.g) ? color_C.g : 0;\n"
" color.b = (color_A.b > color_B.b) ? color_C.b : 0;\n"
" } else if (color_compare_op == 7u) {\n"
" // TEVCMP_RGB8_EQ\n"
" color.r = (color_A.r == color_B.r) ? color_C.r : 0;\n"
" color.g = (color_A.g == color_B.g) ? color_C.g : 0;\n"
" color.b = (color_A.b == color_B.b) ? color_C.b : 0;\n"
" } else {\n"
" // The remaining ops do one compare which selects all 3 channels\n"
" color = tevCompare(color_compare_op, color_A, color_B) ? color_C : int3(0, 0, "
"0);\n"
" }\n"
" color = color_D + color;\n"
" }\n"
"\n"
" // Clamp result\n"
" if (color_clamp)\n"
" color = clamp(color, 0, 255);\n"
" else\n"
" color = clamp(color, -1024, 1023);\n"
"\n"
" // Write result to the correct input register of the next stage\n"
" setRegColor(s, color_dest, color);\n"
"\n");
// Alpha combiner
out.Write(" // Alpha Combiner\n");
out.Write(" uint alpha_a = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.a).c_str());
out.Write(" uint alpha_b = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.b).c_str());
out.Write(" uint alpha_c = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.c).c_str());
out.Write(" uint alpha_d = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.d).c_str());
out.Write(" uint alpha_bias = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.bias).c_str());
out.Write(" bool alpha_op = bool(%s);\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.op).c_str());
out.Write(" bool alpha_clamp = bool(%s);\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.clamp).c_str());
out.Write(" uint alpha_shift = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.shift).c_str());
out.Write(" uint alpha_dest = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.dest).c_str());
out.Write(
" uint alpha_compare_op = alpha_shift << 1 | uint(alpha_op);\n"
"\n"
" int alpha_A;\n"
" int alpha_B;\n"
" if (alpha_bias != 3u || alpha_compare_op > 5u) {\n"
" // Small optimisation here: alpha_A and alpha_B are unused by compare ops 0-5\n"
" alpha_A = selectAlphaInput(s, ss, alpha_a) & 255;\n"
" alpha_B = selectAlphaInput(s, ss, alpha_b) & 255;\n"
" };\n"
" int alpha_C = selectAlphaInput(s, ss, alpha_c) & 255;\n"
" int alpha_D = selectAlphaInput(s, ss, alpha_d); // 10 bits + sign\n" // TODO: do we
// need to sign
// extend?
"\n"
" int alpha;\n"
" if(alpha_bias != 3u) { // Normal mode\n"
" alpha = tevLerp(alpha_A, alpha_B, alpha_C, alpha_D, alpha_bias, alpha_op, "
"true, alpha_shift);\n"
" } else { // Compare mode\n"
" if (alpha_compare_op == 6u) {\n"
" // TEVCMP_A8_GT\n"
" alpha = (alpha_A > alpha_B) ? alpha_C : 0;\n"
" } else if (alpha_compare_op == 7u) {\n"
" // TEVCMP_A8_EQ\n"
" alpha = (alpha_A == alpha_B) ? alpha_C : 0;\n"
" } else {\n"
" // All remaining alpha compare ops actually compare the color channels\n"
" alpha = tevCompare(alpha_compare_op, color_A, color_B) ? alpha_C : 0;\n"
" }\n"
" alpha = alpha_D + alpha;\n"
" }\n"
"\n"
" // Clamp result\n"
" if (alpha_clamp)\n"
" alpha = clamp(alpha, 0, 255);\n"
" else\n"
" alpha = clamp(alpha, -1024, 1023);\n"
"\n"
" // Write result to the correct input register of the next stage\n"
" setRegAlpha(s, alpha_dest, alpha);\n"
" }\n");
out.Write(" } // Main tev loop\n"
"\n");
// Select the output color and alpha registers from the last stage.
out.Write(" int4 TevResult;\n");
out.Write(
" TevResult.xyz = getTevReg(s, %s).xyz;\n",
BitfieldExtract("bpmem_combiners(num_stages).x", TevStageCombiner().colorC.dest).c_str());
out.Write(
" TevResult.w = getTevReg(s, %s).w;\n",
BitfieldExtract("bpmem_combiners(num_stages).y", TevStageCombiner().alphaC.dest).c_str());
out.Write(" TevResult &= 255;\n\n");
if (host_config.fast_depth_calc)
{
if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
out.Write(" int zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
else
out.Write(" int zCoord = int(rawpos.z * 16777216.0);\n");
out.Write(" zCoord = clamp(zCoord, 0, 0xFFFFFF);\n"
"\n");
}
else
{
out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
"[1].y));\n");
}
// ===========
// ZFreeze
// ===========
if (per_pixel_depth)
{
// Zfreeze forces early depth off
out.Write(" // ZFreeze\n"
" if ((bpmem_genmode & %du) != 0u) {\n",
1 << GenMode().zfreeze.StartBit());
out.Write(" float2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
if (ApiType == APIType::OpenGL)
out.Write(" // Opengl has reversed vertical screenspace coordiantes\n"
" screenpos.y = 528.0 - screenpos.y;\n");
out.Write(" zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
".y * screenpos.y);\n"
" }\n"
"\n");
}
// =================
// Depth Texture
// =================
out.Write(" // Depth Texture\n"
" int early_zCoord = zCoord;\n"
" if (bpmem_ztex_op != 0u) {\n"
" int ztex = int(" I_ZBIAS "[1].w); // fixed bias\n"
"\n"
" // Whatever texture was in our last stage, it's now our depth texture\n"
" ztex += idot(s.TexColor.xyzw, " I_ZBIAS "[0].xyzw);\n"
" ztex += (bpmem_ztex_op == 1u) ? zCoord : 0;\n"
" zCoord = ztex & 0xFFFFFF;\n"
" }\n"
"\n");
if (per_pixel_depth)
{
out.Write(" // If early depth is enabled, write to zbuffer before depth textures\n");
out.Write(" // If early depth isn't enabled, we write to the zbuffer here\n");
out.Write(" int zbuffer_zCoord = bpmem_early_ztest ? early_zCoord : zCoord;\n");
if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
out.Write(" depth = 1.0 - float(zbuffer_zCoord) / 16777216.0;\n");
else
out.Write(" depth = float(zbuffer_zCoord) / 16777216.0;\n");
}
out.Write(" // Alpha Test\n"
" if (bpmem_alphaTest != 0u) {\n"
" bool comp0 = alphaCompare(TevResult.a, " I_ALPHA ".r, %s);\n",
BitfieldExtract("bpmem_alphaTest", AlphaTest().comp0).c_str());
out.Write(" bool comp1 = alphaCompare(TevResult.a, " I_ALPHA ".g, %s);\n",
BitfieldExtract("bpmem_alphaTest", AlphaTest().comp1).c_str());
out.Write("\n"
" // These if statements are written weirdly to work around intel and qualcom bugs "
"with handling booleans.\n"
" switch (%s) {\n",
BitfieldExtract("bpmem_alphaTest", AlphaTest().logic).c_str());
out.Write(" case 0u: // AND\n"
" if (comp0 && comp1) break; else discard; break;\n"
" case 1u: // OR\n"
" if (comp0 || comp1) break; else discard; break;\n"
" case 2u: // XOR\n"
" if (comp0 != comp1) break; else discard; break;\n"
" case 3u: // XNOR\n"
" if (comp0 == comp1) break; else discard; break;\n"
" }\n"
" }\n"
"\n");
// =========
// Dithering
// =========
out.Write(" if (bpmem_dither) {\n"
" // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering\n"
" // Here the matrix is encoded into the two factor constants\n"
" int2 dither = int2(rawpos.xy) & 1;\n"
" TevResult.rgb = (TevResult.rgb - (TevResult.rgb >> 6)) + abs(dither.y * 3 - "
"dither.x * 2);\n"
" }\n\n");
// =========
// Fog
// =========
// FIXME: Fog is implemented the same as ShaderGen, but ShaderGen's fog is all hacks.
// Should be fixed point, and should not make guesses about Range-Based adjustments.
out.Write(" // Fog\n"
" uint fog_function = %s;\n",
BitfieldExtract("bpmem_fogParam3", FogParam3().fsel).c_str());
out.Write(" if (fog_function != 0u) {\n"
" // TODO: This all needs to be converted from float to fixed point\n"
" float ze;\n"
" if (%s == 0u) {\n",
BitfieldExtract("bpmem_fogParam3", FogParam3().proj).c_str());
out.Write(" // perspective\n"
" // ze = A/(B - (Zs >> B_SHF)\n"
" ze = (" I_FOGF "[1].x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
".w));\n"
" } else {\n"
" // orthographic\n"
" // ze = a*Zs (here, no B_SHF)\n"
" ze = " I_FOGF "[1].x * float(zCoord) / 16777216.0;\n"
" }\n"
"\n"
" if (bool(%s)) {\n",
BitfieldExtract("bpmem_fogRangeBase", FogRangeParams::RangeBase().Enabled).c_str());
out.Write(" // x_adjust = sqrt((x-center)^2 + k^2)/k\n"
" // ze *= x_adjust\n"
" // TODO Instead of this theoretical calculation, we should use the\n"
" // coefficient table given in the fog range BP registers!\n"
" float x_adjust = (2.0 * (rawpos.x / " I_FOGF "[0].y)) - 1.0 - " I_FOGF
"[0].x; \n"
" x_adjust = sqrt(x_adjust * x_adjust + " I_FOGF "[0].z * " I_FOGF
"[0].z) / " I_FOGF "[0].z;\n"
" ze *= x_adjust;\n"
" }\n"
"\n"
" float fog = clamp(ze - " I_FOGF "[1].z, 0.0, 1.0);\n"
"\n"
" if (fog_function > 3u) {\n"
" switch (fog_function) {\n"
" case 4u:\n"
" fog = 1.0 - exp2(-8.0 * fog);\n"
" break;\n"
" case 5u:\n"
" fog = 1.0 - exp2(-8.0 * fog * fog);\n"
" break;\n"
" case 6u:\n"
" fog = exp2(-8.0 * (1.0 - fog));\n"
" break;\n"
" case 7u:\n"
" fog = 1.0 - fog;\n"
" fog = exp2(-8.0 * fog * fog);\n"
" break;\n"
" }\n"
" }\n"
"\n"
" int ifog = iround(fog * 256.0);\n"
" TevResult.rgb = (TevResult.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n"
" }\n"
"\n");
// TODO: Do we still want to support two pass alpha blending?
out.Write(" if (bpmem_rgba6_format)\n"
" ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
" else\n"
" ocol0.rgb = float3(TevResult.rgb) / 255.0;\n"
"\n"
" if (bpmem_dstalpha != 0u)\n");
out.Write(" ocol0.a = float(%s >> 2) / 63.0;\n",
BitfieldExtract("bpmem_dstalpha", ConstantAlpha().alpha).c_str());
out.Write(" else\n"
" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
" \n");
if (use_dual_source)
{
out.Write(" // Dest alpha override (dual source blending)\n"
" // Colors will be blended against the alpha from ocol1 and\n"
" // the alpha from ocol0 will be written to the framebuffer.\n"
" ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
}
if (bounding_box)
{
const char* atomic_op =
(ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) ? "atomic" : "Interlocked";
out.Write(" if (bpmem_bounding_box) {\n");
out.Write(" if(bbox_data[0] > int(rawpos.x)) %sMin(bbox_data[0], int(rawpos.x));\n",
atomic_op);
out.Write(" if(bbox_data[1] < int(rawpos.x)) %sMax(bbox_data[1], int(rawpos.x));\n",
atomic_op);
out.Write(" if(bbox_data[2] > int(rawpos.y)) %sMin(bbox_data[2], int(rawpos.y));\n",
atomic_op);
out.Write(" if(bbox_data[3] < int(rawpos.y)) %sMax(bbox_data[3], int(rawpos.y));\n",
atomic_op);
out.Write(" }\n");
}
out.Write("}\n"
"\n"
"int4 getRasColor(State s, StageState ss) {\n"
" // Select Ras for stage\n"
" uint ras = %s;\n",
BitfieldExtract("ss.order", TwoTevStageOrders().colorchan0).c_str());
out.Write(" if (ras < 2u) { // Lighting Channel 0 or 1\n"
" int4 color = iround(((ras == 0u) ? %scolors_0 : %scolors_1) * 255.0);\n",
(ApiType == APIType::D3D) ? "ss." : "", (ApiType == APIType::D3D) ? "ss." : "");
out.Write(" uint swap = %s;\n",
BitfieldExtract("ss.ac", TevStageCombiner().alphaC.rswap).c_str());
out.Write(" return Swizzle(swap, color);\n");
out.Write(" } else if (ras == 5u) { // Alpha Bumb\n"
" return int4(s.AlphaBump, s.AlphaBump, s.AlphaBump, s.AlphaBump);\n"
" } else if (ras == 6u) { // Normalzied Alpha Bump\n"
" int normalized = s.AlphaBump | s.AlphaBump >> 5;\n"
" return int4(normalized, normalized, normalized, normalized);\n"
" } else {\n"
" return int4(0, 0, 0, 0);\n"
" }\n"
"}\n"
"\n"
"int4 getKonstColor(State s, StageState ss) {\n"
" // Select Konst for stage\n"
" // TODO: a switch case might be better here than an dynamically"
" // indexed uniform lookup\n"
" uint tevksel = bpmem_tevksel(ss.stage>>1);\n"
" if ((ss.stage & 1u) == 0u)\n"
" return int4(konstLookup[%s].rgb, konstLookup[%s].a);\n",
BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel0).c_str(),
BitfieldExtract("tevksel", bpmem.tevksel[0].kasel0).c_str());
out.Write(" else\n"
" return int4(konstLookup[%s].rgb, konstLookup[%s].a);\n",
BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel1).c_str(),
BitfieldExtract("tevksel", bpmem.tevksel[0].kasel1).c_str());
out.Write("}\n");
return out;
}
void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback)
{
PixelShaderUid uid;
std::memset(&uid, 0, sizeof(uid));
for (u32 texgens = 0; texgens <= 8; texgens++)
{
auto* puid = uid.GetUidData<UberShader::pixel_ubershader_uid_data>();
puid->num_texgens = texgens;
for (u32 early_depth = 0; early_depth < 2; early_depth++)
{
puid->early_depth = early_depth != 0;
for (u32 per_pixel_depth = 0; per_pixel_depth < 2; per_pixel_depth++)
{
// Don't generate shaders where we have early depth tests enabled, and write gl_FragDepth.
if (early_depth && per_pixel_depth)
continue;
puid->per_pixel_depth = per_pixel_depth != 0;
callback(uid);
}
}
}
}
}